/Engine/Source/Runtime/Engine/Classes/GameFramework/RootMotionSource.h
Character movement controlled by splines/curves in-editor instead of requiring animation tweaks
struct FRootMotionSource
ERootMotionAccu...
AccumulateMode
Accumulation mode for this source (whether or not to additively apply this root motion or override completely)
bool
bInLocalSpace
True when this RootMotionSource is contributing local space accumulation (false for world space)
bool
bNeedsSimulatedCatchup
True when this RootMotionSource has been marked for simulated catchup - this Simulated version of the Source needs to catch up to where it was before being corrected by authoritative version.
bool
bSimulatedNeedsSmoothing
True when this RootMotionSource is running on a SimulatedProxy and has marked itself as needing location/rotation smoothing.
float
CurrentTime
Time elapsed so far for this source
float
Duration
The length of this root motion - < 0 for infinite (to be removed manually)
FRootMotionFini...
FinishVelocityParams
Finish Velocity Parameters
FName
InstanceName
This name allows us to find the source later so that we can end it.
uint16
LocalID
ID local to this client or server instance.
float
PreviousTime
The last Time entry we had before the lastSetTime()- used for simulated catchup
uint16
Priority
Priority of this source relative to other sources - higher number being the highest priority/first applied.
FRootMotionMove...
RootMotionParams
Root Motion generated by this Source
FRootMotionSour...
Settings
Settings of this source
float
StartTime
Time this source should start (in character movement client time) This is used to handle cases of inconsistent tick times (ServerMoves ticking for 1 second when root motion should have only applied for the last 0.1 seconds, or root motion source ending halfway through a 0.5 second tick)
FRootMotionSour...
Status
Status of this source